I was wondering if I could get some advice when it comes to UV unwrapping. I know both texel density and filling up as much space as possible are equally important, however, if you have a mesh/unwrap that's awkward, and there's little chance of filling up all the space, what would be the best approach? I'm kind of in a situation where my texel density is nice and equal thanks to Maya's Transform Tools in the UV Editor.
The mesh in question is a simple pair of trousers. And I've made the cuts where they would be, or rather - where I made the stitching/parts in Marvelous Designer. So it doesn't make a lot of sense cutting it up further. The texel density is nice and even between everything, but there's still a lot of empty space. There isn't any specfic part of these trousers that will receive more detail or focus over anything else.
What would (or should) be the right approach here? Sould I scale up some of those parts further to fill in the space? Leave it as it is so long as everything is even? Or (heaven forbid!) cut it up further? The final mesh will be for a game-ready character and will be put into engine, though it's for a potential portfolio piece.